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Time for repair
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Purzelkater
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Joined: 14 Jan 2017
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Location: Germany

PostPosted: Tue Apr 18, 2017 4:53 am    Post subject: Time for repair Reply with quote

I'm not sure how to handle the time for repairing (droids, ship system, ...). On the rules, time for repair is stated with 15 minutes, 1 hour, 1 day, 2 days. And their are difficulty levels.

So what does this mean?

If the Jawa want's to repair a droid, I have to determine a difficulty number. Then the Jawa rolls his repair skill dice. If he has success at the first roll, it takes 15 min to repair the droid? If he fails, he have to roll again. If he has success on the 2nd roll, it takes 1 hour to repair the droid. If he fails again, the next roll will take 1 hour to repair it?

Note: Until now for this I have determined a target number like 60 and an in-game time span every roll takes, e.g. 1 hour. Then the Jawa had to roll his skill dice and collect his numbers until he beats the target number - say he has needed 4 rolls to get 60+. So the Jawas has needed 4 hours to repair the droid.

Thank you!
Purzelkater
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MrNexx
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Joined: 26 Mar 2016
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PostPosted: Tue Apr 18, 2017 4:13 pm    Post subject: Reply with quote

A lightly damaged droid requires 15 minutes to repair with an Easy checl.
heavily damaged droids require one hour to repair with a Difficult check.
Severely damaged droids require two hours to repair with a Very Difficult check.
Nearly Obliterated Droids require two hours and a heroic check, since there doesn't seem to be any gradation above that.

I think your "adding until you get the total value" is a good method, though I would say use the above as your guide. If you're not a very good droid mechanic, you might not want to try a Very Difficult check. Instead, you try several Easy checks.... but each is going to cost 15% of the droid's cost, and you're going to need around 5 of them to total as much difficulty as a single very difficult check. I'd base the time for each check on the level of damage, though, so those Easy checks you're making will be 2 hours each. Instead of 1 Very Difficult Check that costs 35% of the droid's cost and two hours, you're looking at 5 Easy checks that cost 75% of the Droid's cost and 10 hours.
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garhkal
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Joined: 17 Jul 2005
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PostPosted: Tue Apr 18, 2017 7:20 pm    Post subject: Reply with quote

I've always seen it like Purzelkater does. If you fail, your next attempt shifts the time up one category.
So if it takes you 3 rolls (two failures and a success) to get the job done, then its 1 day, 1 hr 15 min to get the job complete.
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Straxus
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Joined: 30 May 2017
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Location: Norway

PostPosted: Thu Sep 14, 2017 7:36 am    Post subject: Reply with quote

Sorry for kinda hijacking the thread, OP, but it's sort of relevant..

I've been looking for a "hasty repair" rule, but haven't been able to find any. I want my tech-PC to be able to patch things up during starship combat, but using rounds, not minutes, so repair rolls can be a part of a dramatic chase. I'm thinking 1 round for light damage, and the repair will only hold for a little while. Kinda the equivalent to using your hand to stop a bleeding until you have chance to put on a bandage.

Does anything like this already exist? If not, I'll start a thread in the House Rules section with my suggestion.
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Wajeb Deb Kaadeb
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Joined: 07 Apr 2017
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PostPosted: Thu Sep 14, 2017 2:01 pm    Post subject: Reply with quote

garhkal wrote:
I've always seen it like Purzelkater does. If you fail, your next attempt shifts the time up one category.
So if it takes you 3 rolls (two failures and a success) to get the job done, then its 1 day, 1 hr 15 min to get the job complete.


I believe this is RAW. If you fail, the next attempt takes longer.
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MrNexx
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Joined: 26 Mar 2016
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PostPosted: Thu Sep 14, 2017 2:27 pm    Post subject: Reply with quote

Straxus wrote:
Sorry for kinda hijacking the thread, OP, but it's sort of relevant..

I've been looking for a "hasty repair" rule, but haven't been able to find any. I want my tech-PC to be able to patch things up during starship combat, but using rounds, not minutes, so repair rolls can be a part of a dramatic chase. I'm thinking 1 round for light damage, and the repair will only hold for a little while. Kinda the equivalent to using your hand to stop a bleeding until you have chance to put on a bandage.

Does anything like this already exist? If not, I'll start a thread in the House Rules section with my suggestion.


I don't know of anything official, but I think a good compromise would be to Jury-Rig a repair. Making up difficulties, I would say it takes 1 round to Jury Rig a repair, and that repair will last for (Technical die) rounds, and it will only remove a single penalty... you're still that badly damaged, you just get to ignore that penalty for a few rounds.

Difficulty, not time, for jury-rigs is based on the level of damage. If you are lightly damaged several times, you have to repair each one separately.

Lightly Damaged Difficult
Heavily Damaged Very Difficlt
Severely Damaged Heroic

So, let's say your ship has been Lightly Damaged twice (-1D Shields and -1 Move), and Heavily Damaged once (Hyperdrive Damaged). You have Technical of 3D and Starship repair of 6D. There's still a couple pirates about, so you want to see lines, and start punching the hyperdrive, using words of mystical power to make it work. This is a Very Difficult task, and it takes you a round to try. If you fail without complication, then you're going to have to punch it some more. If you succeed, then for 3 rounds, your ship ignores the Hyperdrive Damaged result... which MIGHT be enough time for you to jump the Big L and get away.

A side effect of this is that droids, who generally have low attributes, are not very good at jury-rigging. The might be great at repairs, but between their inability to blow a force point, and their lower attributes, they don't do well when the pressure is on.
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Kytross
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Joined: 28 Jan 2008
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PostPosted: Thu Sep 14, 2017 3:22 pm    Post subject: Reply with quote

In cannon, R2-D2 is making repairs to Luke's X-Wing on the fly in the Death Star Trench run in ANH.
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